Wyrmshadows
Explorer
4e is not my style
QFT
The whole damn thing.
(my lurking must end now)
The fact is that I have been DMing for 23yrs and my very best campaigns have been those brimming with a sense of "reality" ie. the illusion of reality that is only had in an immersive and realized setting whether home brewed or pre-published.
I did the whole raid the dungeon, constant action, lets zip by the dull stuff (often the little details that make a fantasy setting come to life) thing from the ages of 13-16 and it is old and dull IMO. Old and dull and IMO better emulated by CRPGs like Oblivion and its ilk where fast based monster slaying and limited resource management are the rule of the day. IMO Elder Scrolls: Oblivion does D&D better than D&D if D&D is supposed to be nothing more than a fast paced action movie all of the time. I'm not saying 4e is like a video game, but I am saying that tabletop roleplaying can do infinitely more than that and that stupid quote in the DMG does a disservice to the game.
I am speaking form experience when I say that D&D or any RPing game can lead to some incredibly memorable moments that have nothing to combat or cool abilities but instead when my players where in character interacting with the world in ways that made, for them, their characters come alive. When I DMed FR, Shadowdale was a real place for them, they knew te local barmaids, the town drunk, etc. When I DMed DL, Solace was a real place for them. The players, through their characters, knew Tika Waylan and Caramon Majere and would reminisce, often with Tasselhoff Burrfoot, about the glories and terrors of the War of the Lance over plates of Otik's Spiced Potatoes. They would even visit a statue they had commissioned and built just on the outskirts of town and remember their fallen comrades.
These may seem like little things, but when players have an emotional investment in the setting via their immersion, through their characters, the game takes on a life of its own and we can forget we are playing a game with dice and little plastic toys...erm...minis (on the rare occasion I would use them). Plus, immersion is very valuable for helping the players to care about events in the setting that don't directly impact their character builds, XP or leveling concerns.
Then when something horrid happens to the town, or a valued NPC, and the heroes must ride to the rescue, the players and by default, their characters, actually care about the events in terms beyond how much XP will they earn or how much cool loot they will get.
Thus far, every player I have invited into my sessions has said, (to paraphrase) "Man, I have never played in a game like that...wow that was a great game...lets play again." Some of them never played in games that were anything more than hack n' slash fests with minimal "reality" and never have they left disappointed. If anything I converted them to my style of gaming.
For me and my players, the fun of the game is in playing the game and experiencing another place and time through the mechanism of their characters. The ups and downs of a realized world, with actions and consequence, with great risk and great reward, the encounters with elements of a vibrant setting (both wonderous and mundane)....these things are FUN in and of themselves.
Fun doesn't mean that one must pace D&D like a hollywood action movie with the "unfun" scenes cut. The interactive story that is the ongoing campaign is the eating stew at the local inn and flirting with the the obligatory sexy tavern wenches, the arduous overland journey during the depth of winter when rations are running low and the heart pounding battles against deadly enemies. All of these things are the FUN of D&D.
Cutting any of these things out IMO is a diminishment of the unique strengths of tabletop role playing games which lend themselves to an immersion impossible in any other type of game. I am not telling anyone how to run their game or play their characters.
I am saying however, that ultimately if 4e is setting out to alienate DMs and players who prefer a more immersive game where details matter than 4e is going to drive folks like me into the arms of other systems such as True20, Pathfinder, Runequest, etc. where depth and detail aren't WRONGBADFUN and subservient to a philosophy of all action all the time. Of course any RPG can be played this way, but when it is implied that detail and immersion are somehow unfun...it leaves a bad taste in the mouth of folks like me whose playstyles aren't in tune with current, trendy roleplaying fashion.
I'm already a True20, Conan and Runequest game master and am looking forward to Pathfinder. I bought the 4e PHB and DM's Guide (because I just had them when my local bookstore got them in stock) and read a friend's Monster Manual and know that 4e is not for me.
I was a 4e fan at first, then got on the fence once I heard some things pre-release that had me concerned and now have no interest after actually seeing the finished product. Great game, no doubt, but supportive of a playstyle that doesn't interest me in the slightest.
Add this to the recent GSL release and I am pretty sure WoTC won't be getting my support for the next several years. We'll see how 5e goes.
Wyrmshadows
Corinth said:This I disagree with, as I disagree with the idea that there is anything at all to do with storytelling that is required. Instead, it is closer to history and real life. The world is treated as if it were real, in the same way that Peter Jackson treated Middle-Earth as if it were history, and the characters therein treated like real people (in all the glory and horror that real people can be; heroism is not something restricted to fiction). It is inconvenient, anti-climatic, at times cruel or kind without apparent reason, and ambiguous in a way that only this approach can achieve. Tabletop role-playing is at its best when it focuses upon the wholesale immersion into a secondary world (to borrow Tolkien's label), living there (as it were) and learning from their experiences in the same general principle that the children what visit Narnia learn from their adventures therein.
Why? Because tabletop role-playing games are capable of being more than glorified hackfests on rails, and that which is most excellent (in the proper sense of the word, "arete" in the Greek, from which "hero" and "heroism" properly derive their meanings). Because the paradigm explicit in 4.0 produces a false sense of achievement, like giving a child an award for finishing a hurdle race when he had to jump a few inches off the ground, and that can't be had in campaigns where everything is matched like its staged that way and set up in places that feel more like Potemkin Villages or pieces of the Hollywood back lot than a living, breathing place that exists on its own and independent of the players' characters- who are not artificially-inflated into precious, unique snowflakes but instead win and earn their place through a combination of player skill and genuine effort in-character against opposition that is not (in rules, at the very least) different from them. The most excellent that this hobby has to offer cannot be reproduced by any online of console due to it being derived from the unique qualities of the human mind; as it produces an experience superior to Classical Drama (which is the best that other RPG media can hope for) when done right, and to not reach for that greatest quality is (as the kids say) an epic failure.
If I want the experience of a different medium, then I will go to that medium and not waste my time (and others) with misusing a tabletop role-playing game for that purpose- use the right tool for the job. If I want to tell a story, I will write one. If I want to engage in railroaded hackfests, I will find a suitable console title and go to town. If I want a lot of theorycrafting, I will log into World of Warcraft and talk shop in Guild Chat with my guild's raid and class leaders. If I want to see a lot of mindless violence and explosions, then I can find a lame action film to kill the time. If I want to engage in a secondary world, living out a second life as best I can and making the most of what I've got to work with, then I call up the crew and play some tabletop role-playing game or another.
I apologize for the long-winded response. The unspoken assumption that tabletop role-playing games require any form of story-telling in the mode of most fictional work as a medium is wrong, and at times I must correct that notion.
No. I won't play 4.0 at all. I would sooner play The World of Synnibarr at the creator's table.
QFT
The whole damn thing.
(my lurking must end now)
The fact is that I have been DMing for 23yrs and my very best campaigns have been those brimming with a sense of "reality" ie. the illusion of reality that is only had in an immersive and realized setting whether home brewed or pre-published.
I did the whole raid the dungeon, constant action, lets zip by the dull stuff (often the little details that make a fantasy setting come to life) thing from the ages of 13-16 and it is old and dull IMO. Old and dull and IMO better emulated by CRPGs like Oblivion and its ilk where fast based monster slaying and limited resource management are the rule of the day. IMO Elder Scrolls: Oblivion does D&D better than D&D if D&D is supposed to be nothing more than a fast paced action movie all of the time. I'm not saying 4e is like a video game, but I am saying that tabletop roleplaying can do infinitely more than that and that stupid quote in the DMG does a disservice to the game.
I am speaking form experience when I say that D&D or any RPing game can lead to some incredibly memorable moments that have nothing to combat or cool abilities but instead when my players where in character interacting with the world in ways that made, for them, their characters come alive. When I DMed FR, Shadowdale was a real place for them, they knew te local barmaids, the town drunk, etc. When I DMed DL, Solace was a real place for them. The players, through their characters, knew Tika Waylan and Caramon Majere and would reminisce, often with Tasselhoff Burrfoot, about the glories and terrors of the War of the Lance over plates of Otik's Spiced Potatoes. They would even visit a statue they had commissioned and built just on the outskirts of town and remember their fallen comrades.
These may seem like little things, but when players have an emotional investment in the setting via their immersion, through their characters, the game takes on a life of its own and we can forget we are playing a game with dice and little plastic toys...erm...minis (on the rare occasion I would use them). Plus, immersion is very valuable for helping the players to care about events in the setting that don't directly impact their character builds, XP or leveling concerns.
Then when something horrid happens to the town, or a valued NPC, and the heroes must ride to the rescue, the players and by default, their characters, actually care about the events in terms beyond how much XP will they earn or how much cool loot they will get.
Thus far, every player I have invited into my sessions has said, (to paraphrase) "Man, I have never played in a game like that...wow that was a great game...lets play again." Some of them never played in games that were anything more than hack n' slash fests with minimal "reality" and never have they left disappointed. If anything I converted them to my style of gaming.
For me and my players, the fun of the game is in playing the game and experiencing another place and time through the mechanism of their characters. The ups and downs of a realized world, with actions and consequence, with great risk and great reward, the encounters with elements of a vibrant setting (both wonderous and mundane)....these things are FUN in and of themselves.
Fun doesn't mean that one must pace D&D like a hollywood action movie with the "unfun" scenes cut. The interactive story that is the ongoing campaign is the eating stew at the local inn and flirting with the the obligatory sexy tavern wenches, the arduous overland journey during the depth of winter when rations are running low and the heart pounding battles against deadly enemies. All of these things are the FUN of D&D.
Cutting any of these things out IMO is a diminishment of the unique strengths of tabletop role playing games which lend themselves to an immersion impossible in any other type of game. I am not telling anyone how to run their game or play their characters.
I am saying however, that ultimately if 4e is setting out to alienate DMs and players who prefer a more immersive game where details matter than 4e is going to drive folks like me into the arms of other systems such as True20, Pathfinder, Runequest, etc. where depth and detail aren't WRONGBADFUN and subservient to a philosophy of all action all the time. Of course any RPG can be played this way, but when it is implied that detail and immersion are somehow unfun...it leaves a bad taste in the mouth of folks like me whose playstyles aren't in tune with current, trendy roleplaying fashion.
I'm already a True20, Conan and Runequest game master and am looking forward to Pathfinder. I bought the 4e PHB and DM's Guide (because I just had them when my local bookstore got them in stock) and read a friend's Monster Manual and know that 4e is not for me.
I was a 4e fan at first, then got on the fence once I heard some things pre-release that had me concerned and now have no interest after actually seeing the finished product. Great game, no doubt, but supportive of a playstyle that doesn't interest me in the slightest.
Add this to the recent GSL release and I am pretty sure WoTC won't be getting my support for the next several years. We'll see how 5e goes.
Wyrmshadows